/*
 * Copyright 2011-2022 Arx Libertatis Team (see the AUTHORS file)
 *
 * This file is part of Arx Libertatis.
 *
 * Arx Libertatis is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * Arx Libertatis is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Arx Libertatis.  If not, see <http://www.gnu.org/licenses/>.
 */
/* Based on:
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.

This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').

Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public
License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

Arx Fatalis Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code.  If not, see
<http://www.gnu.org/licenses/>.

In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// Code: Cyril Meynier
//
// Copyright (c) 1999-2001 ARKANE Studios SA. All rights reserved

#ifndef ARX_SCENE_CHANGELEVEL_H
#define ARX_SCENE_CHANGELEVEL_H

#include <string>
#include <string_view>

#include "graphics/BaseGraphicsTypes.h"


namespace fs { class path; }

void ARX_CHANGELEVEL_Change(AreaId area, std::string_view target, float angle);

bool ARX_CHANGELEVEL_GetInfo(const fs::path & savefile, std::string & name, float & version, AreaId & level);

bool ARX_CHANGELEVEL_StartNew();

/*!
 * Load a GameSave
 */
void ARX_CHANGELEVEL_Load(const fs::path & savefile);

bool ARX_CHANGELEVEL_Save(std::string_view name, const fs::path & savefile);

bool ARX_Changelevel_CurGame_Clear();

/*!
 * Check if the current saved game state contains an entry for the entity with the
 * given ID string.
 */
bool currentSavedGameHasEntity(std::string_view idString);

/*!
 * Mark the entity with ID string as deleted in the current save game state.
 * This needs to be done for entities referenced in level files or we will recreate
 * the entity the next time the level is loaded.
 */
void currentSavedGameStoreEntityDeletion(std::string_view idString);

/*!
 * Completely remove an entity from the current save game state.
 * This should only be done when the entity isn't referenced anymore (destroyed).
 */
void currentSavedGameRemoveEntity(std::string_view idString);

#endif // ARX_SCENE_CHANGELEVEL_H
